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and how can it recognize your controller as something not Xbox controller?
My apex 4 is always being recognized as xbox 360 controller which doesn't have gyro support at all. (there's no such option)
and the space station does offer gyro, but it kinda suck.
I wanna configure gyro in steam input. But there's just no such option
So how do you make it think it's a flydigi controller?
Steam beta?
In Xinput mode, it shows up as a generic Xbox controller, so you have analog triggers and no access to gyro aside from the controller software's built-in gyro-to-mouse, which yeah, is kind of a problem to try to work with.
In Switch mode, it shows up as a generic Switch controller, so you have a real gyro Steam Input can see, but the triggers are digital, so you can't use Steam Input for hair-trigger thresholds and such. This is what I've been using for gyro games, but it's obviously not ideal, especially since it's stuck with bluetooth for wireless instead of using the better dongle communication.
The third option, DirectInput mode, is where Steam Input ought to be able to see the real controller and everything it can do (if Flydigi's DirectInput driver works, at least), so it can handle both providing something generic Xinput games understand while using Steam Input for the rest, but instead it thinks it is a Vader 3 and kind of makes a mess of things.
There's also Steam's "extended" Xbox feature support driver, but I've no idea how that works or what a controller driver needs to do to get Steam to support it beyond the limited Xinput feature set. It would be great for Steam Input to do it's important job of supporting and enabling controller features, instead of just being a way to configure generic Xinput and Switch controllers, leaving us stuck with those two broken feature sets no matter how much controllers move forward, which they mostly don't exactly because we can't get proper support outside Xinput/Switch. Steam Input was pretty much our only hope for breaking this silly progress deadlock.